Remember that experimental where tanks did 50% dmg?

Man that was probably the worst exp card ever made, unless you got a tickling fetish and love taking 10 years to kill a squishy.

2 Likes

You played it wrong then.

12 Likes

yeah because tanks are supposed to do more than damage than dps

1 Like

20 years against other tanks.

But they are not supposed to deal super low damage and take like forever to accomplish a kill in a Tank vs Tank (with healing on both sides) duel. -50% made it mega slow.

IMHO Tanks can have high damage, but it’s more about HOW they deliver their damage that it’s frustrating to fight against or not.

IDK about competitive players, but casuals just dislike dying for insta-kills or fast-combo-kills that you have little time to react to. So, if Devs were to fulfill casuals’ wishes, they’d make the Tanks’ burst-attacks slower (like slower animations, i.e. Rein’s charge instakills you if your caught and pinned against a wall, but Rein moves relatively “slow” and people can avoid it) and more telegraphed, so people had more time to react to, avoid or scape.

1 Like

They changed it to 75%.

3 Likes

And that was pretty ridiculous, they could kill things again but still not die. Oh man.

That was actually my favorite experimental thus far (probably because I never used the tanks).

  • Bap’s IF felt really snappy.
  • Ana’s qol stuff was well appreciated.
  • And the Zen changes… those glorious Zen changes…

I’ll never be able to enjoy Zen the same way again. He’s missing something now. That experimental made him complete. What Zen should have been at launch.

5 Likes

People just need to say that they want tanks to be glorified non-combatants that act as their secondary healthbar.

8 Likes

It’s closer to how the game should be.

Rein with anti heal and multipin
Orisa with kidnaps and hyper mobility
I didn’t play other tanks alot but it taking more than one second to die and having stronger cooldowns was very nice it took longer to kill yes

But that incentivized team play and positioning something I like.

All in all I found it therapeutic
I could relax while playing overwatch for once

1 Like

That experimental was my absolute favorite.

Seriously, that card was the light at the end of the tunnel, the evidence that blizzard may know what they’re doing.

3 Likes

The across the board 50%- was kinda dumb. There are tanks that can survive losing that much threat and defense potential… but not ALL of them.

I’m not going to comment on the balance side of things, but for me personally the tanks just felt AWFUL to play. It felt like you had just very little threat and enemies would just ignore you since you had so little threat.

In my first game of the experimental I got a absolutely gorgeous charge off as Rein and slam dunked their healers into a wall, little did I know they would live with nary a scratch and I would then get slam dunked by the rest of the team.

2 Likes

if I remember right it took 27 swings for a Rein to kill a Rein, and Monke did more damage punching something to death then actually using his primary fire. Tanks were basically cosmetic.

2 Likes

Enemies didn’t ignore you because you had little threat. They ignored you because it took so long to kill you and burst healing is so insane, it was statistically impossible to output enough damage to kill a tank before the burst healing cooldowns reset and put the tanks to max health. It was much better to take out the healers and DPS and then deal with the tanks while they couldn’t be healed and you couldn’t be poked.

Unfortunately since I don’t play a lot lately (if at all…) I missed it but from my experience with games like Paladins. I actually really like this approach of less damage, more hp.

It makes tanks more unique compared to dps, making them really good at their own special niche. Dps for dmg+kills, Support for healing+stat based utility and tanks for protection+space making.

Dps might kill squishies faster but against a tank it takes both sides more time to finish the other side, allowing the rest of the team to use that time as an advantage.

IDK what game people played where tanks dealt little to no damage. Tanks are typically slower and have more sustain for less burst skills. They still have their rotations that allow them to deal massive damage. Low damage tanks can work in a strictly pve setting with utilization of forced aggro skills that affect bots. This wont work in pvp because the enemy is sentient. Unless your okay losing control of your character and being locked onto shooting at say rein for 5 seconds while his team flanks and destroys you because you can’t defend yourself.

3 Likes

yeah it was horrible although I did like being able to charge fast and father AND pin multiple people as rein but it didn’t even matter with damage being so low

1 Like

They need to stop screwing with Tanks it is dps that is the issue they need mass nerfs across the board

The problem isnt that tanks were hard to kill the issue is that three quarters of the dps fan base just arent as good as THEY think they are so blame it on everything else but there skill

OW needs to go back to being more like DOTA2 than trying to be COD like as the more MOBA like style was the whole attraction to it, the game was different & needs to stay that way the OW franchise does not need silly little COD fanboys running about complaining that they cant kill things like they do in every other FPS it is just not your type of game

1 Like

So, if Reinhardt does 20 damage per swing, and you do 20 damage per bullet, why exactly is a Reinhardt walking towards you threatening at all? Even a little? Oh, it’s not? Funny that.

See the thing is, Reinhardt could do 5,000 damage per swing and the train of thought between a Tracer in the live game vs the 5,000 damage per swing experimental, is fundamentally the same. “I do not want to be hit by that, so I want to use my mobility or RANGE ADVANTAGE to stay away from it so it can’t hit me.”

Why can’t it hit you, despite doing 5,000 damage at once? Oh, right.
Because it’s a melee weapon.

Come Overwatch 2, when all DPS are faster than Tanks by default - something like Reinhardt’s swing damage will feel even more useless as a Tank because it will be much harder to chase anyone down.

I am not advocating for Tank damage to be increased in Overwatch 1.
But what I am trying to teach you is WHY Tank damage is comparable to SOME DPS if enabled. For example, a 0 charge Zarya does pitiful damage compared to 70% of the DPS roster with no buffs or damage boosts. They simply do more damage.
But a 100 charge Zarya is scary and so your train of thought is “I don’t want to sit here and let her zap me, I’ll die!”

2 Likes